Content generated with AI — it may contain mistakes.

Configuring

Arenas

What a configuration holds, how an arena is validated and restored, and the blocks each type expects.

An event configuration is a row in the database. It carries the arena, the settings, the kits and the rewards for one event, and it is edited entirely from /eventsadmin.

What a configuration holds

FieldWhat it is
idThe key. What commands, menus and placeholders name.
displayNameWhat players read. Defaults to the id.
eventTypeWhich of the 51 games it is. Chosen at creation.
markersThe places the type asked to have marked: goals, flag stands, capture points.
enabledWhether it may be started at all.
iconMaterialThe menu icon. Defaults to NETHER_STAR.
lobbySpawnWhere players wait before the game starts.
spectatorSpawnWhere spectators and eliminated players go.
spawnPointsWhere players are dropped at the start.
boundsThe cuboid the game happens inside.
copyBoundsAn optional second region, cloned instead of bounds by Brackets and Build Battle.
settingsEverything the type itself reads.
Kits, loot, rewardsStored alongside, covered in their own pages.

Validation

A configuration is playable when it has a lobby spawn, a spectator spawn, at least one spawn point, complete bounds and every marker its type requires. The setup screen lists whatever is missing by name.

Four extra rules:

  • Types marked as needing one spawn per player — Pillars of Fortune and Survival Games — require at least max-players spawn points, and the validator says how many are missing.
  • A team type requires at least as many spawn points as it has teams, so every team gets its own.
  • A type that generates its own spawns — Mace Roulette — is asked for none: it places players itself, and the setup screen does not even show them.
  • An arena schematic is checked separately, because it is not needed to play but is needed to restore.

Markers

Thirteen types need specific places on the arena marked by hand: The Bridge's goal, Capture the Flag's stand, Domination's points, KOTH's hill, Trivia's answer zones. Those places used to be found by scanning for materials; now the admin declares them.

Each type declares the markers it wants, and the Markers screen in setup shows one row per slot: one row per team when the marker is per team, and one row per allowed marker when it accepts several. Required rows that are not set show in red and appear in validation too.

ShapeHow it is set
AreaA cuboid selected with the region wand, like the arena bounds.
BlockA clicked block. What counts as "being there" is that block plus a radius.
TypeMarkerShapeHow many
The BridgeGoalAreaOne per team
Capture the FlagFlag standBlockOne per team
DominationCapture pointArea1 to 8
DodgeballCourtAreaOne per team
King of the HillHillArea1 to 4
King of the Hill TeamsHillArea1 to 4
Red Light, Green LightFinish lineArea1
Glass BridgeBridge glassArea1
Glass BridgeFinish platformArea1
Murder MysteryGold spawnBlock0 to 32
Zombie HordeMob spawnerBlock1 to 16
TriviaAnswer zoneAreaExactly 4
RaceCheckpointArea1 to 32
RaceFinish lineArea1
Mace RoulettePlatform centreBlock1

A marker can be cleared or teleported to from the same screen. Per-team markers follow team-count: raising it to four adds two more rows that have to be marked.

Markers live in the configuration

They are not WorldGuard regions or magic blocks in the map: they are stored on the event configuration, so rebuilding the arena does not clear them — but moving it leaves them behind.

Bounds and the schematic

bounds does two jobs: it is what counts as "inside the arena", and it is what gets saved as a schematic named event_bounds_<id>.

copyBounds is a second, optional region used only by the two cloning types: Brackets and Build Battle copy copyBounds when it is set and fall back to bounds when it is not. It exists for an arena whose playable area is smaller than what should travel with a clone — a duel ring inside a decorated hall, for instance. Restoring after a normal game always uses bounds.

Re-save after editing the map

The schematic is a snapshot. Change the arena and it keeps restoring the old version until you save it again from the setup screen.

The arena border

Every event with bounds draws them as a world border for as long as it runs: a visible wall at the edge of the arena. It is sent to each player's own client, so two arenas in the same world each show their own and the world's real border is never touched. Only players standing inside the bounds see it — a spectator stand or a waiting cage outside the arena does not.

A border is square and bounds need not be, so it follows the longer side, and the short side is still guarded by the event's own bounds check. It hurts nobody and never tints the screen. It is only the wall a player sees: pearls and modified clients ignore it, and leaving the bounds is still the game's call.

bounds-border, on by default, is the per-event switch — Arena border on the setup screen. Four types never draw one: Mace Roulette, where being knocked over the edge is the game; Thimble, whose jump platform may stand outside the bounds; and Brackets and Build Battle, which wall in each duel arena and each plot instead. The shrinking zone of Last Man Standing and Survival Games is drawn the same way.

world-border.enabled in config.yml is the server-wide switch above it: turned off, no event draws a border whatever its own setting says, and only a shrinking zone still appears. See Configuration · world-border.

Arena flags

Each game sets its own rules for the arena — whether players fight, build, break blocks, drop items or take fall damage. Arena flags on the setup screen opens ExyliaLib's flag editor over them, so one configuration can play differently from another of the same type.

FlagWhat it decides
pvpPlayers can hurt each other.
buildBlocks can be placed.
breakBlocks can be broken.
interactBlocks can be right-clicked.
item_dropItems can be dropped.
item_pickupItems can be picked up.
fall_damageFalls hurt.
player_build_onlyOnly blocks a player placed can be broken.
temporary_blocksPlaced blocks disappear after a while: 30 seconds when the game sets no time of its own.
re_give_blocksA temporary block that disappears is handed back to whoever placed it.

A click cycles a flag through Default, Allow and Deny; a right click takes it back to Default. Default means whatever the game sets on its own, which the editor shows, so a configuration nobody touched plays exactly as before. Nothing is written until you save, and the item on the setup screen counts the overrides.

The rules hold only for the players of the game running in the arena, and only inside its bounds.

Some flags are the game's

A flag the game switches by itself during play cannot be overridden and shows why. PvP is locked in Block Party, Chairs, Simon Says and Tournament, which turn it on and off by phase.

Spawn points

Most types put each player at a random spawn point. Some ask for a spawn far from other players, so several spread-out points are better than one — a single point means everyone lands on top of each other.

The auto world

Two types need more than one copy of the arena at a time, so the plugin generates a flat, empty world called exyliaevents_autoworld and pastes copies into it side by side:

TypeWhat is cloned
BracketsOne arena copy per simultaneous match
Build BattleOne plot per builder
config.yml
auto-world:
  clone-spacing: 500
  clone-paste-y: 64
KeyDefaultWhat it does
clone-spacing500Blocks of horizontal space allocated between cloned arenas.
clone-paste-y64The Y level copies are pasted at.

The world is created at startup: through Bukkit normally, and through the Worlds plugin on Folia, where Bukkit's own world creation is not available. If it already exists it is adopted rather than regenerated.

Cloning needs the schematic

A Brackets or Build Battle arena with no saved schematic has nothing to clone. Save it before running either type.

Materials each type expects

Several games look for specific blocks. Build the arena with these or the game will not work:

TypeWhat it needs
TNT RunA floor whose block has TNT directly beneath it — that is what makes a block fall away. Touching WATER eliminates.
SpleefSNOW_BLOCK as the breakable floor. Touching WATER eliminates.
SpleggThe breakable floor material is a setting, breakable-material, defaulting to SNOW_BLOCK. Touching WATER eliminates.
Block PartyThe floor scanner picks up WHITE_CONCRETE; those tiles are then recoloured each round. Falling into WATER eliminates.
SplatoonPaintable ground made of concrete or concrete powder — the full colour family is recoloured as players paint.
SlapRED_CONCRETE is the capture block: standing on it is what scores.
ParkourHEAVY_WEIGHTED_PRESSURE_PLATE for checkpoints, LIGHT_WEIGHTED_PRESSURE_PLATE for the finish.
ThimbleWATER blocks are the targets players dive into.
Anvil RunningTouching WATER eliminates.
Glass BridgeGlass inside the bridge marker, in rows of pairs. The event decides which panel is the fake one.
Mace RouletteNothing: it builds its own platform from the centre block using platform-material.
VolcanoA WHITE_CONCRETE floor. Only that block heats up (YELLOW_CONCRETE, ORANGE_CONCRETE, RED_CONCRETE) and vanishes; any other material never falls.
Gem CrawlerEMERALD_BLOCK inside the bounds: gems spawn on top of them. With none, no gems appear.
King KongA LIGHT_WEIGHTED_PRESSURE_PLATE as the goal: the runner who steps on it wins. Without one the runners have no way to win.
Survival GamesChests (CHEST or TRAPPED_CHEST) inside the bounds, filled from the loot table.
Water is the standard death plane

Several elimination games use water below the arena rather than a void: it is cheap to build, works at any Y, and lets a player's fall be seen. Where a type is listed above as eliminating on water, that is the mechanism.

Restoring after a game

When a game ends, the arena is restored from its schematic, which is what makes an arena reusable without an admin rebuilding blocks by hand. That is also why a type that changes the map — Spleef, TNT Run, Block Party, Splatoon — is unplayable twice in a row without one.

Between games an arena stays as it was saved. Mobs the world spawns on its own — natural spawns, spawners, patrols, raids — never appear inside one, playing or not, while the mobs an event spawns itself are left alone. An explosion next to an arena that is not being played leaves its blocks where they are; a running game keeps its explosions, and the schematic puts the blocks back when it ends.

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